A · Fundamentals · §4
Ready bodies first, then units in hand, then restricted Power, geometry, and only then the temporary Might everyone notices.
A ready unit is a potential movement, a potential attack, a defender, a target for a temporary boost, something or can refresh, a platform for , and a way to make the opponent commit first. Temporary Might attached to an exhausted or badly placed unit may have no scoring value at all.
Units are the ammunition. Every one in hand can be a permanent, a +1 trigger, a reaction if it has Ambush or Hidden, a Legion enabler, a contributor to Kinkou’s threshold, a Thrill target once it enters, or a future scoring wave.
The deck is very good at emptying its hand and much worse at rebuilding it once the opponent answers the resulting board. That makes one distinction worth naming.
Energy governs volume; Power governs which combinations are possible. The usual bottlenecks are double Body for , Fury for , Fury for Accelerate on or , Body for Trophy Hunter, mixed requirements when sequencing Thrill alongside another spell, and post-board turns that want Decree or before a unit sequence.
A line that is affordable in Energy can still lock you out of the reaction that would have protected it.
These units are not interchangeable across locations. What matters is whether a unit is already where can Ambush, positioned to attack and trigger , at where it can be returned, exposed alone at , at where it can be reclaimed, or on a Ganking that can move itself.
Raw Might matters less than the ability to place that Might at the right battlefield without spending a whole action cycle relocating it.
The +1 expires at end of turn, so it should be allocated on immediate tactical value, in roughly this order: convert a combat loss into a win, convert a tied battlefield into a Conquer or Hold, move a unit outside damage range, enable Kinkou’s condition, force the opponent to spend a card, and only then add excess Might.